Religious board game

ABSTRACT

A religious-themed board game is disclosed. Multiple players compete in this Christian-themed game, with the goal of saving as many souls as possible. Souls are saved by supplying the physical needs (food, shelter, etc.) of unreached persons met in the field, and then ministering to them. Such needs are distributed by means of various cards collected by the players as they travel the board. The layout of the board features a peripheral path of consecutive playing spaces wherein each space represents a property or causes an action. Players can purchase properties and build churches. Some spaces on the board mark travel stations, and a player can move from one of these spaces onto a new path that extends into the interior of the game board. The game provides wholesome entertainment and strengthens Christian values. It can be played by all ages and requires no previous knowledge of Christianity or the Bible.

CLAIM TO PRIORITY

This application is based upon and claims the benefit under 35 U.S.C 119(e) of U.S. Provisional Patent Application Ser. No. 60/801,810 filed May 19, 2006, which is incorporated herein by reference in its enterity for all purposes.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a board game and more particularly to a Christian-religious themed board game designed for the edification and entertainment of Christian players.

2. Description of the Prior Art

Board games are generally known in the art. Examples of such board games are disclosed for example, in U.S. Pat. Nos. 6,488,283; 6,481,714; 6,454,264; 6,454,263. Such board games are known to be either recreational or educational. For example, the Monopoly® game is a well-known recreational board game. Other educational board games are known for educating players on religious subject matter. Examples of educational religious board games are disclosed in U.S. Pat. Nos. 5,295,834 and 5,224,862. The majority of Christian-themed board games reward previous knowledge, especially knowledge of Biblical scripture. These games educate players with respect to the Bible but also require previous knowledge. It is therefore difficult for young children or those players with limited Christian education to play such games. Thus, there is a need for a board game which is based on Christian themes without requiring prior knowledge of any specific subject matter for the player.

SUMMARY OF THE INVENTION

The present invention relates to a board game and in particular to a Christian-themed board game. The board game includes a game board, a plurality of games pieces, game money, a deck of “word” cards, a deck of “needs” cards, a deck of “life” cards, a deck of “unreached person” cards, and a spindle or pair of dice. The game board is divided into a number of game spaces. The maplike board design has a continuous path around its perimeter, with path tours extending internally from game spaces on the perimeter. A player is represented by a token which moves on all paths. The object of the game is to win souls for God's Kingdom. The sub-objective is to build churches. Money does not play a part in victory, but rather is just a tool to gather the things needed for the missions field.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other advantages of the present invention will be readily understood with reference to the following specification and attached drawing wherein:

FIG. 1 represents an example of game money.

FIG. 2 represents sample game spaces on the game board, in particular ‘Destiny Way’, a ‘Christian Book Store’, a ‘Life’ spot, and ‘Warwick Landing’

FIG. 3 represents game spaces from which a player can enter the unreached area, specifically the ‘airport’, the ‘bus station’ and the ‘train station’.

FIG. 4 represents the game space for a food bank, and shows examples for the front and back of a “Life” card.

FIGS. 5-6 represents examples of ‘Word’ cards, specifically “Faith”, “Fear”, “Healing”, “Hope” and “Love”.

FIG. 7 represents examples of a “Needs” card, a “Personal Info” card for an unreached person, and the back of a “Personal Info” card.

FIG. 8 represents examples of a “Favor” card, a “Land” card, and the back of a “Land” card.

FIG. 9 represents the playing board of the game.

FIG. 10 represents box of the game.

DETAILED DESCRIPTION OF THE DRAWINGS

The game board 500 is prepared by placing the Word cards 303, Needs cards 313, Unreached Person's cards 307, and Life cards 360 on their appropriate places face down on the board 500. The personal information cards are placed in the area of the same color: red for Inner City 501, blue for Gang area 502, green for the Drug area 504, and yellow for the “10\40” window 503. Each player will then pick their token that will represent them for the entirety of the game.

Each player will be given $1,930 of game money 101 in the following denominations: 2-$500's, 5-$100's, 5-$50's, 5-$20's, 5-$10's, 5-$5's, 5-$1's. Each player also receives 3 needs cards and 2 words cards. $5000 is to be placed under the “Open Heaven” 505 space on the board. Players can sell property, represented by land cards 350, Needs cards 313, and Word cards 303, but cannot raise the price at which they were purchased.

A person is selected, optionally a game-player, to be banker. Optimally, such a person will be in right standing and without reproach as a steward over the money and other transactions. It is preferable that the banker not be an active player, due to the close attention needed to be paid to the game. The bank will also monitor the purchase of property and Word cards 303 from the bookstore 202 and also Needs cards 313 from the food banks 301.

The players will decide the order in which the game will be played, and who will go first. Game play will start with every player's token on the Glory space 508. With each roll of the dice, a player will move their token the appropriate number of squares on the game board 500. The player does not need to move his game piece a full cycle around the board before purchasing land. If “doubles”, or two of the same number, are rolled on the dice, the player moves the appropriate number of squares and rolls again.

Each time a player's token lands on or passes over the Glory space 508 on the board, whether they throw the dice or a card sends them there, the bank pays them $200 and two (2) word cards 303 and two (2) needs cards 313. Each time a person receives an income in this game, they will give their tithes based on the amount given and place it under the Open Heaven space 505 (e.g. when you pass Glory 508 and receive your $200 from the bank, the tithe would be $20 to the Open Heaven 505). A player does not receive $200 for passing Glory 508 at the start of the game.

The outer part of the board is for the church; this is the part or work that is seen. The player starts out with a set amount of money and is able to purchase land, represented by land cards 350. The first objective of the game is to purchase land. Spaces marked “bus station” 206, “train station ” 207, or “airport” 205 are used for traveling into the mission fields.

The player can begin building churches once their game figure has made a full cycle around the game board 500. The player does not need matching land cards 350 to build a church. The first church built will be a storefront church. It is not necessary to own a full set of properties to begin building churches; only one property is needed. The term “a full set” refers to owning all of a group of adjacent properties on the game board represented by identical pictures. When three storefront churches are built on one property, the player is able to trade them in and pay the price for a stand-alone church, and place a stand-alone church on that property. After two stand-alone churches are acquired on one property, the player can trade them in, pay the amount for a mega-church, and place a mega church on that property. Each church has a set of souls attached to it. The storefront church has 3 souls attached, the stand-alone church has 5 souls attached, and the mega-church has 10 souls attached. The more churches, the more souls the player has attained for the kingdom. When a player lands on a property with a church, the owner of the church gives said player a word card 303. A player cannot go to the unreached area without 1 church and 3 word cards 303.

The bank controls all stations with all parking fees and the banker will collect travel tickets. When a player lands on a station, said player will need to pay a parking fee if said player chooses not to go into the mission field. If said player decides to use the station to enter the mission field, said player will then need to pay the fee for a travel ticket. The amount is shown on the property card. When a player rolls the dice and is going to pass any of the stations 206, 207, or the airport 205, and wishes to enter the mission field during their turn, said player can complete the remainder of the move into the mission field. If said player is unable to meet needs or minister in the mission field and chooses to return to the station, said player will need to add $50.00 to the initial price of the ticket.

When a player lands on a bookstore 202 or food bank 301, said player will be able to buy food, shelter, or medicine from the food bank 301 to meet needs in the mission field. The player is also able to purchase Word cards 303 from the bookstore 202 that will allow ministering in the field. The bank will monitor the purchase of items sold from the stores. A player is only able to purchase ten (10) cards per visit at $10.00 per card.

Word cards 303 are scripture cards that are separated into topics based on life issues: hope 311, faith 303, fear 309, love 312, and healing 310. A player can obtain Word cards 303 from landing on or passing the Glory square 508, a Christian bookstore 202, or from favor cards 308 that can send the player to a church or to a bookstore 202 for a free word. If the player lands on a property that contains a church, the player receives one (1) Word card 303 from the owner of the property. Word cards 303 are primarily used in the unreached areas to minister to unreached people. Through this method, souls are won over to the Lord's side. After the cards are used, they are returned to the bottom of the appropriate stack for reuse.

A player is able to buy needs cards 313 at any food bank on the board. A needs card 313 is used in the mission field to meet the needs of people in such fields. Before ministering to a person, the person's needs must be met. If the player does not have one card that can meet a person's needs, the player can use a few cards in combination. E.g. if a person's needs are three (3) units of shelter, such needs can be met by the player with a needs card 313 containing three (3) units of shelter, or with a combination of a card with one (1) unit and another with two (2) units. After the cards are used, they are returned to the stack for reuse.

The Life card 360 forces the player to deal with theoretical life issues. The player will need to act on the life issue. Sometimes, the player will need only the right word, money, or favor to get past the test. The player can get food in the mission field—a word that will meet many needs; land, buildings, debt cancelled, free plane or bus fare to go into the mission field.

There are people who do not know that the will of God is for their life. The player will go into the unreached area to minister to them and win them over to the Lord's side. The player will need to first meet their needs—food, housing, health—and then will need the appropriate Word card 303 that will minister to them. When the player wins this person over to the Lord's side, they will become a part of said player's church. This will be added to the number of souls in said player's church. Return the card face up at the bottom of the stack. A person cannot go into the unreached area without one (1) church and three (3) Word cards 303. When a player rolls doubles in the unreached areas, said player will receive two (2) needs cards. A player must go around the board twice to enter the 10\40 window 503. A player cannot enter the same mission field twice in a row.

Attending prison ministry 507 is a positive thing, as the word will work anywhere. When the player lands on the ‘attend prison ministry’ space 509, said player will stay in the prison space 507 for three turns. Each turn the player will roll and pick up an unreached person personal info card 307. This unreached person is not like the unreached in the mission field: the government meets their need with food, housing, and health. The player will need more Word 303 to win them over: this will minister to them and win them over to the Lord's side.

The unreached person is not thinking about God or the church. They are just living from day to day. The unreached person card 307 will give the player information on how to meet their needs. To enter into the unreached areas the player must have Word cards 303. On the way through this area the player will meet people with needs. The player first must meet their need, then said player can minister to them with the word. If the player wins them over to the Lord's side, the player will count them as part of said player's church, and return the card to the bottom of the stack face up. When the stack is at its end, the cards are shuffled and reused.

The format of the game can be embodied in numerous modes. In one embodiment, the game takes a physical form, with a game board and game pieces of an appropriate size. In another embodiment, the game is played in an electronic format. Such electronic format could be played on a computer, video game system, or handheld device. The game could be stored on any standard data storage device, such as a CD-ROM, diskette, or hard disk. The game could be played locally on a single machine, or over a network, such as a LAN or the internet. In an electronic embodiment, individual game players could be controlled by the electronic CPU, such that an individual would be able to play the game against virtual opponents. It would be possible to save one's progress in the game, to return at a later time to the previous game at its interrupted moment. Manners of programming the game as described above in these electronic formats are known to those skilled in the art.

Obviously, many modifications and variations of the present invention are possible in light of the above teachings. Thus, it is to be understood that, within the scope of the appended claims, the invention may be practiced otherwise than as specifically described above. 

1. A game for teaching religious values comprising providing a plurality of players an ability to obtain victory through saving souls and in which no previous knowledge of scriptural texts is required.
 2. The game of claim 1, wherein said game includes a playing board in which a game path with a plurality of distinct contiguous spaces extends along a perimeter of said playing board and a plurality of additional paths extend from said spaces into an interior area of said board.
 3. The playing board of claim 2, wherein said board is foldable or portable.
 4. The playing board of claim 2, in which a plurality of said distinct spaces along a perimeter allow said players to change paths and advance into said interior area of said board.
 5. The game of claim 1, wherein said game includes an apparatus or apparatuses for randomly determining a number of game spaces a player will advance.
 6. The game of claim 1, wherein said game includes game money.
 7. The game of claim 1, wherein said game includes figures or tokens to represent players on said playing board.
 8. The game of claim 1, wherein said game includes a plurality of decks of cards to be utilized by players.
 9. The decks of cards of claim 7, wherein said decks contains any number of cards.
 10. The plurality of decks of cards of claim 7 wherein said decks includes a deck of word cards containing scriptural references.
 11. The plurality of decks of cards of claim 7, wherein said decks includes a deck of needs cards describing the food, shelter, or other needs of fictional persons encountered by said players.
 12. The plurality of decks of cards of claim 7, wherein said decks include a deck of life cards describing realistic fictional situations that said players may encounter.
 13. The plurality of decks of cards of claim 7, wherein said decks includes a deck of unreached persons personal info cards that describes the needs of fictional persons encountered by said players in fictional situations, such as a prison ministry.
 14. The game of claim 1, in which a player saves souls by utilizing a plurality of said decks of cards.
 15. A method for playing a game teaching religious values for a plurality of players whereby obtaining victory through saving souls and requiring no previous knowledge of scriptural texts is achieved.
 16. The method of claim 15, wherein playing said game includes utilizing a playing board in which a game path with a plurality of distinct contiguous spaces extends along the perimeter of a playing board and a plurality of additional paths extend from said spaces into an interior area of said playing board.
 17. The playing board as in claim 16, wherein said board is foldable or portable.
 18. The playing board as in claim 16, in which a plurality of said distinct spaces along said perimeter allows said players to change paths and advance into an interior of said board.
 19. The method of claim 15, also including an apparatus or apparatuses for randomly determining a number of game spaces a player will advance.
 20. The method of claim 15, wherein playing said game also includes using game money.
 21. The method of claim 15, wherein playing said game includes figures or tokens representing players on said playing board.
 22. The method of claim 15, wherein playing said game includes utilizing a plurality of decks of cards by said players.
 23. The decks of cards of claim 22, wherein said decks of cards include any number of cards.
 24. The decks of cards of claim 22, wherein said decks of cards include a deck of word cards containing scriptural references.
 25. The plurality of decks of cards of claim 22, wherein said decks of cards includes a deck of needs cards describing the food, shelter, or other needs of fictional persons encountered by said players.
 26. The plurality of decks of cards of claim 22, wherein said decks of cards includes a deck of life cards describing real life-type fictional situations that said players may encounter.
 27. The plurality of decks of cards of claim 22, wherein said decks of cards includes a deck of unreached persons personal info cards that describes the needs of fictional persons encountered by said players in fictional situations such as prison ministry.
 28. The method of claim 15, wherein a player saves souls by utilizing the plurality of said decks of cards.
 29. The method of claim 15, wherein each player is initially given $1930 of game money from a game bank, distributed as two $500 bills, five $100 bills, five $50 bills, five $20 bills, five $10 bills, five $5 bills, and five $1 bills.
 30. The method of claim 15, wherein each player upon landing on or passing the “glory ” space receives $200.00 from the bank, 2 word cards, and 2 needs cards.
 31. The method of claim 15, wherein each player tithes a percentage of his or her income and places it under the “open heaven” board space.
 32. The method of claim 15, wherein each player optionally is building churches on purchased properties, wherein said churches can be storefront churches, stand-alone churches, or mega-churches.
 33. The method of claim 15, wherein playing of said game by means of a computer system is accomplished.
 34. The method of claim 33, wherein said players compete in said game using a computer network.
 35. The computer network of claim 34, in which said network is the internet or other sharing network system(s).
 36. The method of claim 33, wherein said computer system is a home video game system.
 37. The game of claim 1, wherein said game may be stored on a CD-ROM.
 38. The game of claim 1, wherein said game may be stored on or through a magnetic data storage instrument.
 39. The magnetic data storage instrument of claim 38, wherein said instrument is a hard disk.
 40. The magnetic data storage instrument of claim 38, wherein said instrument is a floppy disk.
 41. The game of claim 1, wherein said game may be stored on a portable gaming device.
 42. The game of claim 1, wherein said players are computer-enabled. 